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Settings specific to Anim, Blueprint and Material Editor should probably be broken out into their own settings classes in the respective modules at some point. It feels a little strange that the GraphEditor needs to be aware of specific pin and node title types. At this time I did not want to refactor the existing graph editors though, and since many of the properties are currently being shared, pulling these settings out of UEditorUserSettings is at least a good first step. In the future I would like to see settings sections for specific graph based editors instead of having a generic 'Graph Editor' section that is shared by some or all editors. I exposed various color settings in the UI as many users seem to be quite excited about customizing their Editor. If you think that some settings should be added or removed, please feel free to make any desired changes or let me know. Thanks! #CodeReview: nick.whiting [CL 2079703 by Max Preussner in Main branch]
77 lines
2.0 KiB
C++
77 lines
2.0 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphPrivatePCH.h"
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#include "AnimGraphNode_Root.h"
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#include "GraphEditorSettings.h"
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/////////////////////////////////////////////////////
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// FPoseLinkMappingRecord
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void FPoseLinkMappingRecord::PatchLinkIndex(uint8* DestinationPtr, int32 LinkID, int32 SourceLinkID) const
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{
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checkSlow(IsValid());
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DestinationPtr = ChildProperty->ContainerPtrToValuePtr<uint8>(DestinationPtr);
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if (ChildPropertyIndex != INDEX_NONE)
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{
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UArrayProperty* ArrayProperty = CastChecked<UArrayProperty>(ChildProperty);
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FScriptArrayHelper ArrayHelper(ArrayProperty, DestinationPtr);
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check(ArrayHelper.IsValidIndex(ChildPropertyIndex));
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DestinationPtr = ArrayHelper.GetRawPtr(ChildPropertyIndex);
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}
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// Check to guard against accidental infinite loops
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check((LinkID == INDEX_NONE) || (LinkID != SourceLinkID));
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// Patch the pose link
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FPoseLinkBase& PoseLink = *((FPoseLinkBase*)DestinationPtr);
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PoseLink.LinkID = LinkID;
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PoseLink.SourceLinkID = SourceLinkID;
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}
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/////////////////////////////////////////////////////
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// UAnimGraphNode_Root
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_Root::UAnimGraphNode_Root(const FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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FLinearColor UAnimGraphNode_Root::GetNodeTitleColor() const
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{
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return GetDefault<UGraphEditorSettings>()->ResultNodeTitleColor;
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}
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FText UAnimGraphNode_Root::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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return LOCTEXT("AnimGraphNodeRoot_Title", "Final Animation Pose");
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}
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FString UAnimGraphNode_Root::GetTooltip() const
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{
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return LOCTEXT("AnimGraphNodeRoot_Tooltip", "Wire the final animation pose into this node").ToString();
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}
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bool UAnimGraphNode_Root::IsSinkNode() const
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{
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return true;
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}
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void UAnimGraphNode_Root::GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const
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{
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// Intentionally empty. This node is autogenerated when a new graph is created.
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}
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FString UAnimGraphNode_Root::GetDocumentationLink() const
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{
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return TEXT("Shared/GraphNodes/AnimationStateMachine");
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}
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#undef LOCTEXT_NAMESPACE
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